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Implement Sentakki editor #220
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One at a time for now
Still pretty fucked, and pending fix osu-side
Will need to make use of future additions to the editor osu-side to make this work better.
Still recreates every frame for now
Since we provide lane info already in snapping, we don't actually need to figure that out in HandleMovement
Allows for better visual representation when adjusting time via snapping. Hold notes also keep their full length
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This implements the composer screen that will be used to compose Sentakki beatmaps. I've chosen to start over despite my previous attempt, as a lot of the code there is copied from osu!std, reducing my understanding and familiarity with the implementation.
osu doesn't really support custom ruleset editors at the moment(ppy/osu#12612), but we can still work on them in the meantime.
Most of the basic functionality have been implemented, however there are still certain things that needs to be worked on.
Current problems
SlideBody
Selection is lost when a HitObject is moved to another playfield when using pooling ppy/osu#11453Current composition placement being cancelled by other HitObjects becoming alive in the editor ppy/osu#12630Repositioning of hit objects are blocked when more than one blueprint is selectedUnlike mania, the lanes of sentakki are circular... Maybe rotate all of them based on the drag origin.resolvedTouch notes should support simultaneous repositioning, but bounds checking is also not as simple as AABB. I'm currently thinking on a way to block movement based on distance to playfield centre.resolved (Thanks @Flutterish!)HitExplosions for TouchNotes remain, even though they are hidden for LanedNotes.